20 International Journal of Game-Based Learning, 1(4), 20-36, October-December 2011
Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Keywords: Gaming, Gaming Addiction, Gender Swapping, Massively Multiplayer Online Role Playing
Games, Online Gaming, Online Socializing, Social Interaction
INTRODUCTION
Massively Multiplayer Online Role-Playing
Games (MMORPGs) are fully developed multi-
player universes with an advanced and detailed
visual and auditory world in which players create
Social Interactions in
Online Gaming
Mark D. Grifiths, Nottingham Trent University, UK
Zaheer Hussain, University of Derby, UK
Sabine M. Grüsser, Charité–University Medicine Berlin, Germany
Ralf Thalemann, Charité–University Medicine Berlin, Germany
Helena Cole, Nottingham Trent University, UK
Mark N.O. Davies, University of East London, UK
Darren Chappell, Nottingham Trent University, UK
ABSTRACT
This paper briely overviews ive studies examining massively multiplayer online role-playing games
(MMORPGs). The irst study surveyed 540 gamers and showed that the social aspects of the game were the
most important factor for many gamers. The second study explored the social interactions of 912 MMORPG
players and showed they created strong friendships and emotional relationships. A third study examined the
effect of online socializing in the lives of 119 online gamers. Signiicantly more male gamers than female
gamers said that they found it easier to converse online than ofline, and 57% of gamers had engaged in
gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulilled at least three
diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences,
and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen
due to playing MMORPGs.
an individualistic character (Griffiths, Davies,
& Chappell, 2004). This is the only setting
where millions of users voluntarily immerse
themselves in a graphical virtual environment
and interact with each other through avatars on
a daily basis (Yee, 2007). Research suggests
that the game play within these virtual worlds is
enhanced because players use them as traditional
games as well as arenas in which to explore
DOI: 10.4018/ijgbl.2011100103